Professional Documents
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Abstract
The use of a process framework for teaching functional apparel design is discussed as it relates to developing
students’ creative problem-solving abilities. A typical design process framework is presented, and practical
approaches to implementing the various stages of the design process in the functional apparel design classroom
are discussed. References from works on creative thinking are used to support the author’s premise that the
development of the "process" orientation is, over the long run, more important to design education than a
"product" orientation.
One of the central goals of design education, for any one of motivated and find reasons to devote time and effort to a
a number of design fields, is to prepare students to become problem), to analyze it (to find out everything possible about
creative problem-solvers. Design students today face work the problem), to define it (to decide what the most important
in an increasingly complex world. The problem-solving aspects of the problem are), to ideate (to develop as many
skills they need go beyond simple deductive thinking. Ulrich ways to solve the problem as possible), to select the best
Haupt (1978), in an article describing the future of design idea, to implement (to take action and try out the best idea),
education in the aerospace industry, describes the situation and to evaluate (to analyze what happened when action was
in this way: &dquo;Graduates have been well equipped to think taken). If the evaluation shows that the solution is not a
analytically about a clearly defined deterministic problem, successful one, the whole process or part of the process may
but they have been poorly prepared to solve complex, ill- be repeated. In this model, as in most other models of the
defined problems in the presence of uncertainties. Yet design process, a designer is constantly alternating between
precisely those problems become important in a technolog- divergence or spreading out to look for a wide variety of
ical world&dquo; (Haupt, 1978, p. 55). Haupt’s comments are ideas and convergence or centering on one idea.
applicable to apparel as well, and they challenge us to find The object of this paper is to clarify what takes place in
ways to develop these very important skills in apparel design each stage of the design process and to suggest a variety of
students. classroom techniques that can be used to encourage students
to work through every stage of the process in order to
maximize its benefits for each student.
protective apparel. Involving them in the classroom as more valuable information than a dozen library references.
resource people can have a significant effect on Requiring an interview with a resource person whom the
acceptance. student does not know can be part of each project
assignment. Younger or less secure students can be directed
Allowing Students to Determine Their Own Projects toward specific resource people who the instructor knows
When students determine the problems on which they will will provide a positive first interview situation. It is also
work, they often find projects much more exciting. Every helpful to provide readings or invite professional interview-
student has different interests; each one may have a different ers to class to teach students how to set up and plan an
The idea of defining goals based on a thorough analysis is ’light control’ business. That realization expanded their
a simple one, but it is one that often tends to be bypassed by opportunities enormously&dquo; (pp. 87-88). A definition that
designers. Many garments for the handicapped have been clearly states goals but does not limit creativity can be
designed by well-meaning individuals who have a minimal critical ’to the problem-solving venture.
understanding of the disability or the psychological and
social dilemmas that their garment poses. Many items of
protective clothing for industry protect a worker from the
basic hazards in a laboratory but give no thought to the Ideation
needs to state a problem, not a solution. An excellent 1969). Dr. Suzuki believes that there is no unmusical
example of this can be found in an innovative design for child-there are simply children who have not learned to
protective pants for loggers. Traditional designs work by listen. It is not unusual to see hundreds of Suzuki-educated
simply placing (between the chainsaw and the logger’s leg) children of two to four years of age playing tiny violins with
layers of materials that are resistant to being cut. The an ease that many adults would envy. The parents of many
problem, in other words, is defined in terms of the solution: of these children have repeatedly played specific pieces of
finding the most cut-resistant fabric for the pants. Swedfor°, classical music for their children from as early as the time
a manufacturer of protective pants for loggers, has they were in the womb, thus developing their musical
developed pants that protect the logger in a very different sensitivity and preparing them to repeat this music when
way. Their pants work through the use of a lining fabric with they are shown a method by which to do so.
strong, but loosely woven yams. These yarns pull out of the If the Suzuki approach were to be applied to design, one
liner easily, become entangled in the chain of the chainsaw, can see the potential for idea generation. It is possible that
and rip the chain out of the mechanism, thus turning off the those people who seem to have a natural talent for generating
saw. Swedfor’s designers obviously analyzed the entire creative ideas are those who simply have been &dquo;seeing&dquo; the
problem and defined it in a very different way. They looked world in a very different way since childhood, in the same
at all the elements in the cycle, i.e., the tree, the person, the way that Suzuki students have been hearing it in a different
clothing, the saw and each of its parts, and then defined the way for a long period of time. Students who are labeled
true problem not as one of providing a more cut-proof &dquo;born designers&dquo; have undoubtedly been storing up design
material but as one of breaking the injury cycle. The way in experiences in a huge bank so that they can continually draw
which this problem was defined had direct consequences for ideas out of it, while others who may be just learning to see
the boundaries of the designers’ work and the creativity with the world with a designer’s eye have less of a stockpile of
which the problem could be solved. creative references on which to draw. While it may take time
ones &dquo;on weekends.&dquo; With the relegation of responses to educational value to the student.
ideas into either what might be called &dquo;thinking&dquo; or
&dquo;feeling,&dquo; the essence of successful idea selection may be
lost.
Carl Rogers (1969), in Freedom to Learn, wrote: Evaluation
...
ledge, the second element of the word, knowledge,
means &dquo;sport.&dquo; Knowledge is the result of playing with The discussion of evaluation in this paper will focus on
what we know, that is, with our facts. A knowledgeable only one small part of this very complex topic-the
person in science is not, as we ... often ... think, merely relationship of the design process to the evaluation of student
one who has an accumulation of facts, but rather one who work.
has the capacity to have sport with what he knows, giving When the design process is the basis for project
creative rein to his fancy in changing his world of assignments and a student documents his or her progress
phenomenal appearances into a world of scientific throughout the semester in each of the stages of the process,
constructs. (p. 181). evaluation becomes much simpler than when the evaluation
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must be based totally on product. When the problem is for the study of facts, the development of technical skills, and
clearly defined and the student is not allowed to move the design and manufacturing of products. However, as
forward unless it is clearly defined, then the end product can deBono (1967) said, &dquo;On the whole, it must be more impor-
simply be judged against the student’s statement of tant to be skilful [sic] in thinking than to be stuffed with
definition. Does it meet the goals the instructor and the facts&dquo; (p. 7). Putting knowledge and technical skills into the
student have agreed upon or not? Many of the difficulties of framework of the design process and developing students’
evaluation come about when students are not aware of the abilities to learn to think and solve problems is as valuable, if
criteria by which they are being judged. When students help not more valuable, than any technical skill or memorized
set the criteria, their progress toward them becomes almost fact. Times change. New technologies demand new skills.
self-evident. While differences of opinion about grades will New discoveries even change thefacts students are taught as
always occur, students show signs of improving their ability freshmen by the time they graduate. However, the thought
to measure the worth of their own work and subsequently processes used to solve problems will apply to new worlds as
learn more about their own strengths and weaknesses as well as old ones. Koberg and Bagnall (1981) offered the
designers when the design process is used as a framework for perfect summation of the value of the design process when
the evaluation. they said that &dquo;life is a process that has many spin-offs called
In very large classes where the evaluation of extensive products. Although it may be the product that you seek, it
individual projects would be unmanageable, some of the must be involvement with the process that will eventually
same benefits can be obtained from group projects, where achieve it&dquo; (p. 23).
group members choose a topic in which they are most
interested and the group works through the design process
together, submitting one statement of their work on each
References
stage of the process. Streamlining the work that is to be
evaluated can even be a part of the problem a student must
solve. For example, students could be limited to a half-page Crawford, R. (1964). Direct creativity. Wells, VT:
summation of their work on each phase of their design Fraser.
process and present their final results to the class in a three- deBono, E. (1967). The 5-day course in thinking. New
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exhibition. deBono, E. (1977). Lateral thinking. New York: Viking
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other aspects of a student’s work as well. Practice in the Gordon, W. (1961). Synectics: The development of creative
design process can be an objective of classroom discussions capacity. New York: Harper & Row.
and exams. For example, one final exam given to functional Gregory, S.A. (1966). The design method. London:
design students in a class at Comell involved a mythical Butterworths.
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inhabitants needed to be protected. An analysis and yourself. Los Altos, CA: Wm. Kaufman.
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left uncovered and others that had to be covered. Its Madigan, C., and Ellwood, A. (1983). Brainstorms and
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Conclusion
Suzuki, S. (1969). Nurtured by love. New York: Exposition
Press.
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